Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.5.5

Addons

Opt-in Adventurers Parties 1.1.0

Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior.

Allow Respec Anywhere 1.2.3

Notes to Self 1.3.0

Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once.

The Character Notes dialog is initially bound to <alt-shift-n>; this can be rebound to your preferred key in the usual manner.

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action.

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Improved Auto-explore and Rest 1.5.5

Quality of Life improvements for resting and auto-exploring.

v3.3.9 *** FOR ToME v1.5.5 ***
This is a fork (with permission) of Marson's auto-explore and rest tweaks. It includes as well C.Lowe/CaptainTrip's improvements as well. It does not include, but recommends also using Johnny0's Faster RRE add-on for even better rest and auto-explore experience. This add-on contains numerous Quality of Life improvements designed to make resting and auto-exploring easier to use, brings the add-on overall up to being compatible with 1.5.x, and generally seeks to remove it being more optimal to do timed rests or manual recovery (particularly to help higher difficulty level and players without Faster RRE).

It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them.

Latest Features:
• Some fixes for posessor, thanks to St_ranger_er's investigative work. Believe that finishes off the infinite loops.
• Fix for paradox during possessing enemies with high natural recovery. Hope this one just gets rolled in since its an awkward place for a fix.

Existing Features:
• Support for resting as posessor in form, which can't restore hp so shouldn't try and use infusions or wait for full hp.
• Fix throwing knives interaction. Didn't wait properly for them to recover if you had them.
• Commented out special Run hook. It seemed reasonably broken on a few fronts and predated me fiddling with the mod in the first place. It looks like it was overidden in order to fix a bug that I suspect got fixed in the game sometime in the last two ToME major version numbers.
• Add support for steam implants, with usual checkboxes. This may not always be faster based on steam sustains that may disable after the initial round of rest and steam implants having very long cooldowns (30+ turns) and steam's resource max being pretty small. It tries to be conservative on that, so will most likely help for cases where your functional steam regen rate is < 2.00 and never activate for things much above it. I found I was often getting 5-20 steam per turn, which makes the implant support useless.
• Add support for medical healing salve injectors. Cooldown measurements are a bit odd here, since they can range from 5-20 depending on injector. Went with 10 as a happy medium for how many turns of natural regen is considered to be equal to the cooldown cost of using it.
• Add null check. Two of them now. Fix breaking on non-DLC Maj'eyal. And another one~. Sorry folks not with the latest coolness, totally my bad.
• Handle a collision with Act and Ember's DLC steam sustain check.
• Fix an Embers bug (Wouldn't wait for steam properly)
• Adding support to auto-stealth if available and not stealthed.
• Fix ANOTHER 1.4.x bug with saving settings changes. That should hopefully be the last one for now.
• Updated to work with 1.4.x ToME. My that was troublesome. Enormously so. Sorry for the wait, but this literally took days to get not buggy.
• Added option for ignoring small damage when moving (and support for it).
• Made ignoring small damage while resting optional.
• Fix for conflict with fasterRRE. Old one in fact.
• Fix for rest not completely restoring everything before stopping. It should now not stop when there is still stuff to recover. This primarily affected cool-down waits for powers and items.
• Options added to control whether or not to use inscriptions to accelerate recovery of things.
• Uses a sanity check for whether Damage over Time should interrupt resting, using if it is doing 5% or less health damage and the character is over 50% health, it will ignore the damage for purposes of stopping rest.
• When resting, it will check for infusions and runes that could be used to accelerate HP, Mana, or Equilibrium (via Ancestral Life or Meditation) recovery. If the acceleration appears significant, it will use them, rotating from first available infusion or rune outward. In experiment, I found this often reduced rest turn time by 50-80 percent, improving the more drained the resource was. Particularly helpful for Mana, as it avoids trade-off advantages of short term resting (for increased mana regen) + rune use by just handling that more optimal play for you automatically without breaking rest.
• Fixes a ToME bug that can cause autoexplore or running to move only a single square and hang if used immediately after killing an enemy.
• Lore discovery will only stop autoexplore if it triggers a popup.
• Autoexplore will ignore Exploratory/Infinite Farportal return portals until the entire level has been explored.
• Ignores special terrain features such as Font of Healing after they are first discovered.
• Ignores open chests and alt Maze floor cracks.
• Rest and AE ask for confirmation if you have an escort in your party.
• Ignore already activated pedestals.
• Checks for and waits on any rechargeable items.
• Checks for and reloads any ammo in offhand quiver.
• Waits for cooldowns of talents set to auto-use.
• Waits for depleted air to replenish.
• Combines all checks into a single instance of rest, rather than having cooldowns etc. require a second resting phase.

Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'.

Available modes:
• 'Always Viligant' always stops running when a hostile creature is seen via telepathy.
• 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal.
• 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again.
• 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring.

• Compatible with ToME v1.4.4 (likely also still backwards compatible with 1.3)

Notes:
• Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments.
• 'First Sighting' and 'Reset on Rest' modes are intended to keep auto-explore a fast process. If you spot an enemy you wouldn't mind bumping into around a corner, you can just hit auto-explore again and that enemy will be ignored until seen by normal sight. 'Reset on Rest' can be handy if you spot a type of enemy you want to be cautious around or a packed room. You can move away, rest, then explore the rest of the level without worrying about running into the middle of that room.

Timed Rest 1.1.0

Adds a new command 'Rest for a specific number of turns', initially bound to <shift-r> (which can be rebound to your preferred key in the usual manner). A dialog will pop up for you to enter the number of turns you wish to rest.

Tier-1 Short Circuit Option 1.1.0

Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu.

Unlimited Respec 1.3.1

Go to Landmark 1.1.0

Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map.

Faster Run/Rest/Explore 1.0.6

Important: this addon will have no effect if left unconfigured! Please read the description!

Recommended settings:

hit escape -> video options

Requested FPS: 30

Resting divider: 10

Running divider: 5

Description:

Enables faster run/resting by use of FPS dividers.

These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers.

Uncloak of Inconvenience 1.2.5

Online Indicator 1.1.0

An experimental addon that adds an icon to the toolbar showing your connection status.

[This addon is officially deprecated as of game release 1.4.0, as the author is no longer convinced that the internal data tracked by the addon accurately reflects the game's actual connection state, and thus the effort to port it to 1.4.0's new UI seems unjustified. We Apologize for the Inconvenience.™]

Minstrel 1.5.5

Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set).

This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know!

Inventory Sort Order 1.3.0

Auto-Transmo Gems 1.1.0

Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists.

Better Item Description 1.5.5

This addon makes items description easier to read and determine on a glance it's usefulness
- sorts all stats by category - DPS/DEF/MISC
- item's passive power always the same blue color (not a random blue-yellow-pink-green)
- item's usable power - always yellow
- all rarity categories are displayed
- encumbrance value moved to the right under item name
- "on hit" powers always green
- "Stats" have an ornage highlight and placed before others because it's most important one
- Removed many extra-explain details, which any veteran player would not want to read each time
for example, stat "S.pwr/crit" shorten from "Spellpower on spell critical (stacks up to 3 times)"
means you do remember that it can stack only 3 times, and is not so super important anyway
- DLC supported - Orcs/Ashes
- few bug-fixes along the way

Most important thing to remember
- Requirements only shown for those you don't meet. If you want to see all reqs - hold CTRL
- "Phasing" stat means - "Damage Shield penetration", the name was taken from the source and looks good to me, and short enough
- The "-" minus sign at the end of stat mean immunity or reduction of some sort, for example "Blind-" = "Blindness immunity",
- "Max.summ" = Max wilder summons
- "Summ.HP.reg" = Life regen bonus (wilder-summons)
- "Def/telep" = Defense after a teleport
- "Res/telep" = Resist all after a teleport
- "Dur/telep" = New effects duration reduction after a teleport

Items Vault 1.5.0

Enhanced Object Compare 1.5.0

Improves the "Press <control> to compare" functionality for objects. New features:

When pressing <control>, a note at the top of the text will tell you which object in your equipment is being compared against the current item.

While holding <control>, tapping <shift> will cycle through the objects in your equipment that the current item can be compared to. Useful when wearing two rings, dual-wielding, or using the second weapon set.

(new in v3) Runes and inscriptions in your inventory or store inventories can be compared via <control> to corresponding inscriptions on your body.

Killed by Silann the fox at level 9 on the 8th Dusk 122nd year of Ascendancy at 00:50
Killed by Silann the fox at level 9 on the 8th Dusk 122nd year of Ascendancy at 01:37
Killed by slumbering giant venus flytrap at level 9 on the 9th Dusk 122nd year of Ascendancy at 01:21
Killed by Xotira the dozing wolf at level 9 on the 9th Dusk 122nd year of Ascendancy at 05:48
Killed by Doctor? at level 9 on the 9th Dusk 122nd year of Ascendancy at 05:54

0 / 5

Primary Stats

Strength

21 (base 10)

Dexterity

26 (base 14)

Constitution

19 (base 17)

Magic

35 (base 33)

Willpower

18 (base 12)

Cunning

11 (base 10)

Resources

Life

275/275

Paradox

250

Healing Factor

1.4714285714286

Regeneration

0.36785714285715

Speed

Mental

0%

Attack

0%

Movement

-66.666666666667%

Spell

0%

Global

+100%

Vision

Sight

10

Lite

4

Infravision

5

See Stealth

14.805239081272

See Invisible

14.805239081272

Offense: Mainhand

Damage

42

Accuracy

26

Crit Chance

3%

APR

5

Speed

0.80

Offense: Spell

Spellpower

27

Crit Chance

3%

Speed

1

Offense: Mind

Mindpower

17

Crit Chance

3%

Speed

1

Offense: Damage Bonus

Fire

+9%

Light

+10%

Defense: Base

Armour (hardiness)

17.335093952971 (48.103448275862%)

Defense

15

Ranged Defense

15

Fatigue

10

Physical Save

20

Spell Save

19

Mental Save

17

Defense: Resistances

Light

+ 30%( 70%)

Blight

+ 20%( 70%)

Nature

+ 20%( 70%)

Cold

+ 36%( 70%)

All

0%( 70%)

Defense: Immunities

Fear Resistance

100%

Instadeath Resistance

100%

Poison Resistance

100%

Bleed Resistance

100%

Inscriptions (3/3)

Runes

Effective talent level: 1.0Use mode: ActivatedRange: 8Cooldown: 18Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to fire a beam of heat, doing 43.60 fire damage over 5 turns
The intensity of the heat will also remove one random detrimental physical effect from you.

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 6.
Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%.

Rune: Phase Door

Class Talents

Chronomancy / Bow Threading

1.30

Effective talent level: 1.3Use mode: ActivatedParadox cost: 6.7Range: 6Cooldown: 6Travel Speed: instantaneousUsage Speed: Archery (80% of a turn)Is: a spellDescription: Fire an arrow for 71% weapon damage and call up to 2 wardens, depending on available space, that will each fire a single arrow before returning to their timelines.
The wardens are out of phase with normal reality and deal 50% less damage but shoot through friendly targets. All your arrows, including arrows from Shoot and other talents, now phase through friendly targets without causing them harm.

Bow Threading talents will freely swap to your bow when activated if you have one in your secondary slot. You may use the Shoot talent in a similar manner.

Arrow Stitching

1/5

Effective talent level: 3.9Use mode: ActivatedParadox cost: 15Range: 6Cooldown: 10Travel Speed: instantaneousUsage Speed: Archery (80% of a turn)Is: a spellDescription: Fire an arrow for 144% weapon damage. When the arrow reaches its destination or hits a target it will draw in all other targets in a radius of 3 and inflict 93.12 physical damage.
Each target moved beyond the first increases the damage 11.64 (up to 46.56 bonus damage).
Targets take reduced damage the further they are from the epicenter (20% less per tile).
The additional damage scales with your Spellpower.

Singularity Arrow

3/5

Effective talent level: 1.3Use mode: ActivatedParadox cost: 10Range: 6Cooldown: 12Travel Speed: instantaneousUsage Speed: Archery (80% of a turn)Is: a spellDescription: Over the next 3 turns you'll fire up to 3 arrows at this target from this location, each dealing 91% weapon damage to the target.
These shots do not consume ammo.

Effective talent level: 0.0Use mode: PassiveDescription: When you move you gain 0% movement speed for 1 turns. This effect stacks up to three times but can only occur once per turn.

Celerity

0/5

Effective talent level: 0.0Use mode: PassiveDescription: When you use a non-instant chronomancy spell you gain 0% attack, spell, and mind speed for 1 turns. This effect stacks up to three times but can only occur once per turn.

Effective talent level: 0.0Use mode: PassiveDescription: Learn to lay Warp Mines in a radius of 1. Warp Mines teleport targets that trigger them either toward you or away from you depending on the type of mine used and inflict 3.85 physical and 3.85 temporal (warp) damage.
The mines are hidden traps (1 detection and 1 disarm power based on your Magic), last for 2 turns, and each have a ten turn cooldown.
Investing in this talent improves the range of all Spacetime Folding talents and the damage caused by your Warp Mines will improve with your Spellpower.

Current Spacetime Folding Range: 3

Warp Mines

0/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 10Range: 3Cooldown: 8Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Tether the target to the location for 3 turns.
Each turn the target has a 15% chance per tile it's travelled away from the tether to be teleported back, inflicting 3.85 physical and 3.85 temporal (warp) damage to all enemies in a radius of 0 at both the entrance and exit locations.
The damage will scale with your Spellpower.

Spatial Tether

0/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 10Range: 3Cooldown: 4Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Randomly teleports all enemies within a radius of three. Enemies will be teleported between 2 and 3 tiles from you and may be stunned, blinded, confused, or pinned for 1 turns.
The chance of teleportion will scale with your Spellpower.

Banish

0/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 16.7Range: 3Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Create a radius three anti-teleport field for 2 turns and daze all enemies in the area of effect for two turns.
Enemies attempting to teleport while anchored take 4.46 physical and 4.46 temporal (warp) damage.
The damage will scale with your Spellpower.

Effective talent level: 0.0Use mode: ActivatedParadox cost: 10Range: melee/personalFixed Cooldown: 24Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: For the next 1 turns, you recover 1.5 life and talents without fixed cooldowns will have their cooldowns refresh twice as fast as usual.
The life regeneration will scale with your Spellpower.

Effective talent level: 3.9Use mode: PassiveDescription: Increases Physical Power by 39, and increases weapon damage by 44% when using swords, axes, maces, knives, or bows.
You now also use your Magic in place of Strength when equipping weapons and ammo as well as when calculating weapon damage.
These bonuses override rather than stack with weapon mastery, dagger mastery, and bow mastery.

Strength of Purpose

3/5

Effective talent level: 1.3Use mode: PassiveCooldown: 10Description: When a single hit deals more than 26% of your maximum life another you appears and takes 28% of the damage as well as 14% of all damage you take for the next 1 turns.
The clone is out of phase with this reality and deals 50% less damage but its arrows will pass through friendly targets.
This talent has a cooldown.

Guardian Unity

1/5

Effective talent level: 0.0Use mode: PassiveDescription: Improves your capacity to see invisible foes by +2 and to see through stealth by +2. Additionally you have a -15% chance to recover from a single negative status effect each turn.
Sense abilities will scale with your Magic stat.

Vigilance

0/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 8.3Range: 6Cooldown: 6Travel Speed: instantaneousUsage Speed: Archery (80% of a turn)Is: a spellDescription: Attack the target with either your ranged or melee weapons for 120% weapon damage. For the next 8 turns random targeting, such as from Blink Blade and Warden's Call, will focus on this target.
Attacks against this target gain -15% critical chance and critical strike power while you take -15% less damage from all enemies whose rank is lower then that of your focus target.

Blade Threading talents will freely swap to your dual-weapons when activated if you have them in your secondary slots. Additionally you may use the Attack talent in a similar manner.

Warp Blade

1/5

Effective talent level: 1.3Use mode: ActivatedParadox cost: 10Range: 5Cooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (80% of a turn)Is: a spellDescription: Teleport to the target and attack with your melee weapons for 71% damage. Then teleport next to a second random enemy, attacking for 71% damage.
Blink Blade can hit the same target multiple times.

Blink Blade

1/5

Effective talent level: 2.6Use mode: ActivatedParadox cost: 15Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Weapon (80% of a turn)Is: a spellDescription: Attack up to three adjacent targets for 136% weapon damage. If any attack hits you'll create a temporal shear dealing 62.20 temporal damage in a radius 5 cone.
Each target you hit with your weapons beyond the first increases the damage of the shear by 25%. Targets reduced below 20% of maximum life by the shear may be instantly slain.
The cone damage improves with your Spellpower.

Blade Shear

2/5

Effective talent level: 0.0Use mode: PassiveDescription: While dual-wielding you have a -15% chance of completely parrying melee attacks made against you.

Blade Ward

0/5

Generic Talents

Chronomancy / Chronomancy

1.30

Effective talent level: 1.3Use mode: ActivatedParadox cost: 8.3Range: 13Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You peer into the future, sensing creatures and traps in a radius of 13 for 1 turns.
If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight bonuses) while Precognition is active.

Precognition

1/5

Effective talent level: 0.0Use mode: PassiveDescription: Gain 2 defense and 0% chance to shrug off critical hits.
If you have Precognition or See the Threads active these bonuses will be added to those effects, granting additional defense and chance to shrug off critical hits.
These bonuses scale with your Magic stat.

Foresight

0/5

Effective talent level: 0.0Use mode: SustainedSustain paradox cost: 36Range: melee/personalCooldown: 50Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Choose an activatable spell that affects only you, does not require a target, and does not have a fixed cooldown. When you take damage that reduces your life below 16% the spell will automatically cast.
This spell will cast even if it is currently on cooldown, will not consume a turn or resources, and uses the talent level of Contingency or its own, whichever is lower.
This effect can only occur once every 50 turns and takes place after the damage is resolved.

Current Contingency Spell: None

Contingency

0/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 20Range: melee/personalCooldown: 50Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You peer into three possible futures, allowing you to explore each for 1 turns. When the effect expires, you'll choose which of the three futures becomes your present.
If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end.
This spell may only be used once per zone level.

See the Threads

0/5

Chronomancy / Spacetime Weaving

1.30

Effective talent level: 5.2Use mode: ActivatedParadox cost: 8.3Range: 9Cooldown: 10Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Teleports you to up to 9 tiles away, to a targeted location in line of sight.
At talent level 5 you may swap positions with a target creature.

Dimensional Step

4/5

Effective talent level: 5.2Use mode: PassiveDescription: When you teleport you reduce the duration of a single detrimental effect by 6 turns.

Dimensional Shift

4/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 8.3Range: 10Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 13 accuracy).
The wormholes will last 2 turns and must be placed at least two tiles apart.
The chance of teleporting enemies will scale with your Spellpower.

Wormhole

0/5

Effective talent level: 0.0Use mode: SustainedSustain paradox cost: 36Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: When you teleport you fire a pulse that jolts enemies out of phase in a radius of 0 around both the start and the destination point.
Each target has a 2% chance per tile you travelled to be stunned, blinded, confused, or pinned for 1 turns.

Effective talent level: 1.1Use mode: PassiveDescription: Your undead bones are very resilient, reducing the duration of all detrimental effects on you by up to 11%.

Resilient Bones

1/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 53Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Re-position some of your bones, healing yourself for -3.
At level 5, you will gain the ability to completely re-assemble your body should it be destroyed (can only be used once)

Effective talent level: 1.3Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 2, Armour hardiness by 18%, and reduces the chance melee or ranged attacks critically hit you by 3% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

1/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Effects

detrimental effect

There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.

Zero Gravity

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul.
As a reward you improved Magic by +2.

Escort: injured seer (level 2 of Ruins of Kor'Pul)

done

You successfully escorted the repented thief to the recall portal on level 2 of Trollmire.
As a reward you improved talent Heightened Senses (+1 level(s)).

Escort: repented thief (level 2 of Trollmire)

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You must explore the Old Forest and find out what lurks there and what treasures are to be gained!* You must explore the Maze and find out what lurks there and what treasures are to be gained!* You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained!* You must explore the Daikara and find out what lurks there and what treasures are to be gained!

Into the darkness

active

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You have been resurrected as an undead by some dark powers.
However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world.
You have found a very special cloak that will help you walk among the living without trouble.

A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.

Inventory

When inscribed on your body:Level 0.0Use mode ActivatedRange melee/personalCooldown 13Travel.spd instantaneousUsage Speed Standard (100% of a turn)Is a nature giftDescription: Activate the infusion to heal yourself for 60 life over 5 turns.Inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

While carried:Transmogrify all the items in your chest at once (also done automatically when you change level).Uses 0 power out of 1000/1000

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Transmogrification Chest

Rod of Recall (1/1) 2.0
rod charm[Plot Item]Unknown

Recall the user to the worldmap after 40 turns.Uses 202 power out of 400/400

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.